Exergaming in Virtual Reality
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As Virtual Reality (VR) is becoming a trend in technology, also available for end users, there are many opportunities for serious and gaming applications. One domain of games for virtual environments are exergames - a combination of exercising and gaming.
- Usability - Motivation &
Improving overall experience of users - due to an increase of flow, presence and immersion
Multiplayer in VR with possibility to communicate and increases the social presence
Influence of complexity and elements positioning in user interface on experience
- Sport &
Joint PhD-degree program within the strategic partnership of TUB and UTS
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Application for Virtual Reality where rowing is used as exercise. The player has an overview from first-person point of view inside of the virtual scull on a lake. Several play modes are implemented with different user interface visualisations for single and multiplayer so far.
VR Rowing project was presented on Long night of science and was recognised by news “Berliner Zeitung”: https://www.berliner-zeitung.de/berlin/sportler-im-cyberspace-rudern-ohne-nass-zu-werden-30578096 
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Virtual Reality & Exercise Gaming
Course as part of Summer and Winter University where goal is that students come up and develop their own exercise games for Virtual Reality. The course is focusing on topics such as:
- Introduction to programming for Virtual Reality with Unity
- Understanding benefits and limitations of VR environments
- Workshop in designing, prototyping, and developing for one small Exergame in VR
- Perform a usability test and use the gathered result during the development
More on: https://www.tu-berlin.de/menue/summer_university/summer_university_term_3/virtual_reality_exercise_gaming/ 
|Author||Kojic, Tanja and Schmidt, Steven and Möller, Sebastian and Voigt-Antons, Jan-Niklas|
|Title of Book||2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX)|
|Address||Piscataway, NJ, USA|
|Abstract||One of the fields where Virtual Reality (VR) is finding a potentially growing market is in the combination of exercising and gaming - also called exergaming. When it comes to competition in gaming, is important to investigate how different levels of delay influence overall quality of experience (QoE) in VR multiplayer exergames. Therefore, we conducted a subjective experiment using a VR multiplayer exergame. The experimental setup consisted of a VR application coupled with a rowing ergometer, allowing races between the user and an artificially created opponent that is following the player with a similar speed and keeping the race tight. To investigate the influence of the delay, on both user's and opponent's side three levels of network delay were introduced (30ms, 100ms, and 500ms) and mixed throughout different conditions. After each session, participants rated perceived flow, sense of presence, and the degree to which they have noticed the delay in their or the opponent's system. Interestingly, results show different perception of delay and QoE depending on user's own delay. Participants perceived the opponent's player as being delayed even if only the player itself had network delay along with significantly lower rating of QoE only when their delay was high.|
|Time frame:||04/2016 -
|QULab contact person:||Tanja
Kojic, Jan-Niklas Voigt-Antons